Architect Archive

Thread: Higher extraction rate harvesters.... You gotta be crazy!

DarkenJal
Mon Mar 22, 2004 1:44 am
#27



GogoDodo wrote:


Orlaith wrote:
What's worse is these muppets who sell ALL resources at 2.5cpu. Yes, they sell the absolutely useless to the premium grade resources and all for the low, low price of 2.5 cpu. It's an undercut in the market. It's ruining the market.


crap, i'm a muppet.
Well selling all my stuff at 2.5 cpu seemed like a good idea at the time, guess i should revisit it though.
G





Not to me. i sell ALL for 3 cpu, and I will not change. charging someone 40cpu for something is what is "ruining the market". That is just insane to me.

If it bothers people that I actually charge a fair price on my resorces and equipment or harvesters, oh well.
dulee
Mon Mar 22, 2004 4:53 am
#28

I don't think there is an easy answer to these problems. Decaying resources sounded like a good idea but when I thought about it I think it would be an absolute nightmare. It can take quite a while to collect different resources to make schematics for factories and it would be a complete headache trying to keep track of them if the durally steel I had from 3 months ago had decayed to 50%, the vintrium ore had decayed to 80%, the aluminium at 90%, the copper at 68%....does anyone else feel the same? I would be an even bigger nightmare for other professions such as weaponsmiths that require more specific resources than us architects. While the market for resources is saturated, the demand for high quality and specific resources remains quite high.


With resources decaying, it would just encourage stockpiling in a different way....stockpiling crates of finished goods rather than the raw materials, so I don't see it as really being a solution.


I'm not sure that making harvesters require skills to use is a solution either. I think that would result in a shortage of resources and rediculously high prices since many people don't have the skills points to invest. Merchant will be fixed soonand having multiple vendors and advertising will require skillpoints...there just isn't enough points to go round.


Maybe the concentrations of resources should be lowered. I think that 80% and 90% aretoo common.And maybe refine the resourcespawn system so that only certain resources appear on certain planets. I never understood how you can get high concentrations of water and floraon Tattoine and Lok! This would make it harder to get resources as you would avoid the current system wherethe same resources canappear on almost every planet.


IntoTheGarbage
Tue Mar 23, 2004 5:20 pm
#29






dulee wrote:

Maybe the concentrations of resources should be lowered. I think that 80% and 90% aretoo common.And maybe refine the resourcespawn system so that only certain resources appear on certain planets.







Finally somebody in this thread said it! Why are we looking at complex and controversial solutions like resource decay when the simple solution is staring us in the face?


If resources are too abundant or too scarce they should be tweaked at the source.


/rant


Also I am tired of players complaining about so-called under cutters who sell resources at 2.5 cpu. That is still 4-5 times the production costs! It is NOT undercutting unless they sell them below costs.(around .6-.7 cpu) Ok, so they hamper your ability to sell resources at 4-6 cpu like you used to, too bad! I would like to sell resources at 10-20 cpu, but I can’t. People can sell at any price they want, that’s the ‘price’ we pay for a free market economy. If that forces my prices down I may not like it (and I don’t), but I have to accept it.


/endrant






___________________________________

Ok, just for the record, my original name was: IntoTheGarbageChuteFlyboy. However the names have since been shortened and my name went from really cool to really confusing.

Thank you for your patience.
MasterGuiJan
Tue Mar 23, 2004 5:26 pm
#30

They need to take Harvesters away from non-crafters.



Better yet, we need the MINER profession!





_________________________________________

Gui-Jan Itor
Senate President - Avian Technology and Trade
Master Architect
Master Merchant
Master ShipWright
Dark Lord of the Quiche
TashunkaSapa
Wed Mar 24, 2004 1:26 am
#31






Zutan wrote:

Does it cost you more to extract the so called "premium" resources? Of course not.. so the price you sell it for should be no different.




Sorry, SWG is a capitalist system, not a communist one. With your plan, everyone should earn the same hourly wage no matter what they do - after all my hour is just as long as yours. Quality becomes irrelevant, if a crafter can't get more for a quality item using premium resources, why bother making them. Would you pay the same for a rilfe that does 50-100 as one that does 100-200 damage? Of course not, so your theory is inapplicable to SWG.


Too many people confuse cost with worth - and I see it on this forum more than others.



Shaan'ti Hokai (Kauri)
Imperial Pilot Ace/Master Smuggler/Master Bounty Hunter
Master Explorer. Force-Sensitive. HERO OF TATOOINE.
ratbyte
Wed Mar 24, 2004 3:24 am
#32

I think they need to make mining and resource harvesting in general, a complete and seperate proffession. As it stands now its just "tacked" onto artisan. Allowing anyone to use a harvestor is ok, but if they had to "spend" 15 skill points for "Prospector" and then another 5 for surveying 1, so they would know where to put the things, there would be less people doing it. Maintentance costs should be based on skill level, leave BER alone.


If you use the real world as an example, gunsmiths dont mine and smelt their own ore, thats laughable, miners dont build the mining equipment they use. More proffesions is whats needed all around, to create more interdependancy, I mean it is a multi-player game.


The last thing is, its not a closed economy, theres lots of players coming and going all the time, newbs who need everything, and lots of old players who play very infrequently or quit altogther, without passing on there stuff (Twin Suns anyone).


-Jitarr



YuChen
EnFERn0
Wed Mar 24, 2004 4:02 am
#33

A mining profession would do more dmg.

Who wants to be a miner?
And only the Crafters thats ontop of things buy the resources they need.
We have lots of Master AS/WS that won't ever again touch a harvester.
People come and offer them premium resources.


Now for those crafters that dont have the economy for this, they will be in a serious pinch.
All their combat skills would have to be dropped, so they could mine their own resources,
that will make the game less interesting for them. And would damage the economy further.


Architects are a special breed, we need resources in quantities (90%) and not quality.
Thats why we have a bit different view on this.

Now correct me if I'm wrong. But as of now I disagree strongly against a mining profession,
and not to mention nerfing Harvesters. Beside, before a nerf could be implemented.
I would have made all the schematics necesary to keep on making harvesters with current
rating for many years to come...I'm in it for the money!




-----------------------------------------------------------------------------------------------
'Vek
Master Shipwright
Vendors at Naboo, Krath (5350 3610)

-----------------------------------------------------------------------------------------------

suicid4l
Wed Mar 24, 2004 9:07 am
#34


I think making it so that you have to master a profession to use heavy harvs will totally kill all sales of heavy harvs as all the ppl who have several harvesters will just sell them cheap to get rid of them if that happened, meaning that sales would basically disappear (they could sell heavy harvs for 50K as they have already made there money out of them). Also there would be a very limited market for what is the Architects biggest seller as only one profession could use them.


The Idea that only ppl who are doing one of the elite crafting professions can use heavy harvs will have the same impact to a lesser degree, but will still very very quickly max out the market for harvesters. As it stands the market will be maxed out soon enough so architects will find their business basically disappearing.


Some sort of decay on harvesters is the only way to go as if Architects aren't selling items they will stop producing, then the number of ppl who will be harvesting will drop as architects use up so much resources they are one of the main customers for those who make their money from selling resources.


Those who are complaining the price for resources are too low must be able to sell items at very high prices as on chimera medium houses are now selling for 45k which is less than 2cpu for the resources, which has made me basically refuse to build any houses.



Ataug - Retired
TashunkaSapa
Wed Mar 24, 2004 11:26 am
#35

I don't build many houses on TC any more, either - small houses are done only when my Mayor or a new resident requests one (as that benefits the city and indirectly benefits me as well) and medium/large houses are only special order items (and my price is high enough to be profitable to me, which means most people don't want the expense). Then again, i had a friend who wanted to move into his own Guild Hall (just as a residence) and provided me with the materials I needed to make it, got me the XP I needed for Master and I didn't have to worry about cost/profit.


I think the big solution comes down to one issue: durability. For all architect items. Quality will matter, maintenance serves as a money sink and sales go to the architects who make high-quality, long-lasting items. Which will allow us to charge the prices that our products should really go for (that is, more than we could get for the raw materials)... and it's the simplest way to implement "decay".



Shaan'ti Hokai (Kauri)
Imperial Pilot Ace/Master Smuggler/Master Bounty Hunter
Master Explorer. Force-Sensitive. HERO OF TATOOINE.
TashunkaSapa
Thu Mar 25, 2004 7:14 am
#36

Lower supply does not make lower demand. Prices go down when there is a high supply and low demand.



Shaan'ti Hokai (Kauri)
Imperial Pilot Ace/Master Smuggler/Master Bounty Hunter
Master Explorer. Force-Sensitive. HERO OF TATOOINE.
Bandola
Thu Mar 25, 2004 7:34 am
#37

Put yourself in the position and then decide whether it makes sense, that is what I usualy do. For instance, if resources decayed what would I do? Well, I would take all my best quality resources and turn them into components at once, rather than wait until I needed them. I would take all my grind quality resources and make wall modules and walls out of them. I would have little need to save up my resources, I would only need HQ resources for the final combines so I would keep a stock of this, if this reached the point where it was about to decay I would either run off a batch of structures or whatever, or make more components with it all. So what has changed, not a lot, I still have good quality stuff, but it has been converted from the raw resource into components or structures that won't decay.


What does that achieve? Resource decay would have no effect on me, there is no reason why it should effect anybody, except the risk would be that prices for HQ resources will be driven up as they will be scarce by definition, there will be none stockpiled and any that is harvested will have a limited shelf life, so 'buy now at 20cpu' you won't find it in 2 weeks time will be the new buzzword on the trade forums.





__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

Dynastar
Thu Mar 25, 2004 9:22 am
#38

Resource decay is the wrong way to go. Sure, its wholely unfair to Novice Smiths that they don't have 8 months worth of stockpiled resources, but crafting is already a hassle as-is. Why complicate it? Hell, not to mention, some resources spawn so infrequently that by the time something rare spawns, like Gallorian Rainbow Crystal Gemstone, the other resources needed for a T21 might have decayed.


No, the only way to go about this is decay on structures and furniture. Mining installations should decay until they have to be replaced, but houses and other "inhabitable" structures should decay yet be repairable with kits. I certainly don't want to have to pack up my house before it blows up just to drop another. Make a "repair kit" for each type of house, with the same resource cost as the house itself. Call it a "refurbishment kit".



Ramsey Logan
By Federal Law, Riflemen do it with 16 inches or more!
Master Pikeman
Elite_Jedi
Thu Mar 25, 2004 12:06 pm
#39






DarkenJal wrote:





Zutan wrote:

Does it cost you more to extract the so called "premium" resources? Of course not.. so the price you sell it for should be no different.


On avg a medium harvester costs at most 2 cpu when you factor power andmaintenance. You can make a pretty fat profit charging 3 or 4 cpu.


Its the people selling resources for 10 to 40+ cpu that drive up the cost of things like weapons and armor and makes it very hard for somewhat new artisans to get materials. Just because some people *can* pay that much doesnt mean anyone should. All it does is make it near impossible for casual types, non-crafters and people that dont want to spend their whole day running missions to buy anything.











EXACTLY!! That is the reason I sell for no more than 4, no less than 3.




Actually this goes against all laws of economics and makes no sense guys. You base your pricing off of demand and not cost. Whether you sell at a loss or not depends on the market. The reason my extremely large resource business sells everything at 3cpu - it's easy and this is a game. If my costs went up somehow, I'd charge the same because I don't think people would buy them if I raised the price. If my costs went down, I wouldn't sell them for less unless the market changed and I had to.


The only reason I sell all resources at 3cpu is convenience. I found it was a price I would get quite a lot of sales from so I kept it there. If all of the sudden people stopped buying resources at 3, I would try 2.5 and then 2. But cost of manufacturing should have nothing to do with the price you set for anything in an economical simulation.







Tok Enitup of Tarquinas
Cani Verdemaxus of Tarquinas

Trade Winds
956, -6692 Corellia Main Branch - Just outside Coronet
Tarquinas's largest resource superstore!
Architectural goods, Power Ups, Droids and More
Page 3 of 6